Stray is a 2022 adventure game developed by BlueTwelve Studio and published by Annapurna Interactive. The story follows a stray cat who falls into a walled city populated by robots, machines, and mutant bacteria, and sets out to return to the surface with the help of a drone companion, B-12. The game is presented through a third-person perspective. The player traverses the game world by leaping across platforms and climbing up obstacles, and can interact with the environment to open new paths. Using B-12, they can store items found throughout the world and hack into technology to solve puzzles. Throughout the game, the player must evade the antagonistic Zurks and Sentinels, which attempt to kill them.

Stray is a third-person adventure game.[1] The player controls a stray cat, leaping across platforms and climbing up obstacles,[2] and can open new paths by interacting with the environment, such as climbing in buckets, overturning paint cans, operating a vending machine, and clawing at objects.[3][4][5] They solve puzzles to progress the narrative, often involving moving obstacles.[6][7] Optional activities include sleeping, meowing, and nuzzling up to non-player characters, most of which elicit a response.[2][8] Some levels have open-world elements, allowing the player to roam at their freedom.[6]


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While a group of four stray cats trek through the ruins of an abandoned facility, one becomes separated from the others after falling into a chasm leading to an unpopulated underground city. The cat finds a lab where it helps download an artificial intelligence into the body of a small drone, which calls itself B-12. It explains it previously helped a scientist but much of its memory was corrupted and needs time to recover. B-12 promises to help the cat return to the surface and accompanies it further into the city. As they travel farther, the pair discover that, while the city is completely devoid of human life, their robotic servants, Companions, remain. With humans absent, the Companions have grown self-aware and have built their own society among the ruins of the city, but they likewise are trapped underground. The ruins are infested with Zurks, mutant bacteria that have evolved to devour both organic life and robots.

The gameplay experience was specifically inspired by the founders' cats, Murtaugh and Riggs,[21] and the studio's in-house cats, Oscar and Jun.[20] Murtaugh, a former stray cat found under a car in Montpellier, was the primary inspiration for the protagonist,[35] while Oscar, a furless Sphynx, provided effective reference for animation.[31] The cat animator, Miko, studied several images and videos of cats for research,[20] and worked with cat programmer Rmi Bismuth to find a balance between smooth animations and enjoyable gameplay.[35] Most of the team own cats, providing consistent inspiration and reference material. When the office cats began reacting to and interacting with the in-game cat, the team figured their choices had been successful.[17] While the game is a "love letter" to the team's cats, they intentionally avoided making a simulator game, opting for interesting gameplay over complete realism.[26] The action sequences were added to provide some stress to the player, and the team wanted to build a rhythm to maintain the story's progression.[26] The sequence in which the player can kill the Zurks was seen as revenge by Koola and Viv for a bedbug infestation they underwent.[36] The user interface was kept minimal, with directions integrated in the game world to guide the player.[36]

Stray is much more than a basic cat simulator. In it, you assume the role of a cat that has fallen into a mysterious and forgotten city, separated from its family and injured. You'll need to use your feline skills to explore and survive the environment, solving puzzles and uncovering mysteries in the process.

After you slip into your pet-like persona, the story begins with you waking from a carefree nap to interact with several other strays in a sheltered area during a rainstorm. Then you and your furry friends scamper out to explore the pipes and beams of what appears to be an abandoned factory. One ill-timed jump later and your kitty slip-slides down into a deep hole. He lands in a sewer-like tunnel leading out to the neon-lit streets of a subterranean cyberpunk city.

The game is largely set in a city occupied by benign robots, many years after a plague has wiped out humanity (relatable!). After misjudging one particular jump, the titular stray has found itself in this city and has to find its way back to its family by solving puzzles and evading flesh-eating bugs and security drones.

Obviously I also adore how cat-like they've managed to make the titular stray cat. I imagine even people who are not cat owners can appreciate it, but as someone who does have one as a pet, it's just spectacular how well they've nailed it.

Every aspect of Stray, from its story to its soundtrack to its densely detailed level-design and polished gameplay is surprising, considering it is Blue Twelve Studio\u2019s debut title. The game has built a reputation for itself as \u201cthe cat game\u201d over the last few years, to the point where even my non-gaming cat-owning friends have heard about it. The fact that it\u2019s some sort of \u201ccat simulator\u201d has been an inextricable part of the game\u2019s public image, even if it wasn\u2019t necessarily a part of its marketing.

The star of the show, to nobody\u2019s surprise, is the cat. Everything you\u2019ve heard about Stray being the ultimate cat fantasy is true. The cat is incredibly expressive and meticulously animated (I was surprised to learn that Blue Twelve didn\u2019t use motion capture for some of the movements). He walks, saunters, sprints, and scampers with all the grace and specificity you can expect from a stray cat that\u2019s been on the streets a long time.

Unfortunately, as the story progresses, it stops being about a cat playing around with their friends; this isn't a cat simulator game, after all! Little Furball is out exploring with the others, then falls off some pipes to the world below. Initially, the cats are in the Outside World, but the kitten falls down into the Midtown Slums. The kitty is all alone and hurt; when you try to stand up and walk around, the kitty is limping. I felt so bad for the little guy I was tearing up; I was attached to the furball within minutes. Luckily, after a couple of minutes, the cat is feeling better, and you can explore this dystopian world you now find yourself in.

While I expected Stray to be a cyberpunk-themed walking simulator about a day in the life of a cat, I was unprepared for the deeply emotional adventure that this little cat was going to take me on. This stunningly beautiful world left me with a mountain of questions and has undoubtedly earned a place in my mind for some time.

In judging the risk incurred by persons professionally exposed to radiation, there is at present a more distinct tendency towards consideration of somatic effects - as e.g. somatic "crossing over", accidents of development, induction of cancer; thus more attention is paid to individual risk. For assessment of this radiation risk, the organ doses in question must be known; they can be estimated by means of the ascertained tissue-air-ratios, if the field of stray radiation from the X-ray equipment is known. To obtain data for statements with regard to the radiation load on the examiner during radioscopies with a therapy simulator, it was necessary to determine the stray radiation field of the X-ray apparatus. Therefore, using an Alderson-Man-phantom, the angular distribution of the local dose rate were measured at a tube voltage of 84 kV. The skin irradiation fields had dimensions of 25 cm2, 100 cm2, and 400 cm2 at the distances 50 cm, 100 cm, 150 cm, and 200 cm of the ionization chamber from the central ray. The measurements were performed on levels of 90 cm, 130 cm, and 160 cm above the floor. Some additional measurements aimed at a more exact investigation of the dependency of scattered radiation upon the tube voltage, the area of the radiation field, the distance from the central ray, and the height above the floor. The attenuation capacity of a light radioprotective apron (0.25 mm lead equivalence) was also determined. It turned out that, at a tube voltage of 84 kV, the apron still was passed by about 3.6% of the hitting stray radiation. The present measurements yield important indications of the best possible locations of the examiner during radioscopy. A practical example is given showing how to assess the radiation load on single organs; the results show that the examiner is exposed to a gonadal load of about 2 mR and to a load of about 17 mR on the crystalline lenses, while engaged in preparative roentgenologic measures for intrauterine transfusions.

A compact and portable system is used to monitor and store real-time measurements of stray energy through a pyrotechnic firing circuit using infrared technology. The infrared sensor is mated to the NASA Standard Initiator simulator, and is calibrated such that the current input through the bridgewire can be determined through measurement of the temperature. Because the sensor is noncontact, if the bridgewire melts during the test, the sensor may be reused.

Huang Jiancheng, Sim Cheow Hin, Vinayak Bharat Naik, Michael Tran, Lim Sze Ter, Han Guchang; Effect of the stray field profile on the switching characteristics of the free layer in a perpendicular magnetic tunnel junction. J. Appl. Phys. 7 May 2015; 117 (17): 17B721.

We show that the magnetic tunnel junction's coercivity (Hc) and anisotropy field (Hk) are linked to the stray field. This is shown by deliberately breaking the antiparallel configuration in the synthetic antiferromagnetic (SAF) reference layer to obtain changes to the stray field. Experimentally, Hc is larger in the low-Ho magnetic configuration with a normal SAF than in the high-Ho configuration with parallel-aligned SAF layers. Simulations reveal that the Hc reduction comes from the magnetization of the free layer tilting in-plane at the edge, which in turn is due to the large in-plane component of the stray field. Fitting the switching field distribution into the thermal activation model, we also show a close relationship between the thermal stability of the bi-stable switching, the anisotropy field (Hk), and the stray field. While it is possible to reduce Ho to zero with careful choice of the thickness of the SAF reference layers, the stray field at the edge cannot be fully eliminated. ff782bc1db

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